I Created this tutorial for all the Nerds like me out there who detest painting out normal map seams. at work we recently worked on about 30 game characters
with 4 uv sets apiece and break points along the model to boot. Hence this tutorial. This method is using just ZB and CS3 (maya for viewing). Since we will be using
a model with more than one uv set, we are able to use polygroups to seperate out those sets so bring our poly count higher,but we get seams up the wazzoo.
Our parts the head and torso will be generated seperatly
then we will work from our solid design sculpt
In this technique we will be faking out ZB by moving the seam so to speak, by projecting a solid chunk of geo. before you start make sure that the
borders of your uvs where the seams will appear dont overlap when you move both of them together into 0-1 uv space.
Hope this helps